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  1. #11
    Player
    Radnar's Avatar
    Join Date
    Jun 2012
    Posts
    123
    Character
    Rad Nar
    World
    Coeurl
    Main Class
    Pugilist Lv 16
    Quote Originally Posted by Soukyuu View Post
    Basically, you are saying that the defender will be at a disadvantage because he gets the handicap of having to turn first. But then, you can also turn it around by moving backwards on your movement vector, making the attacking player miss, thus forcing them to turn instead - nothing stops you from stabbing him while he does that.
    I have no idea what you just said (or how it would make sense in a PvP context). Could you perhaps explain what you mean a bit clearer?

    This all is assuming the inertia is implemented 100% realistically. Which will not be the case since they're dropping motion captured animations. All they have to do is to start playing the inertia animation the moment you let go off your movement key. Thanks to motion blending, it should still look believable without introducing an actual latency.
    Perhaps I should clarify what I meant by "movement inertia." I was referring to stop/start sequences that locked up character movement for 0.5-1 second(s) after releasing the movement key or changing direction (in addition to carrying your character farther in your original direction). What you just wrote here makes me think you're referring to something else entirely, or perhaps that you just want to see motion blending (eg: players play a "stop" animation when movement keys are released, but player movement isn't locked up / does not continue beyond where the player was when they released their movement key). And hey, I agree with you there - I love motion blending. But if that's not what you mean then, again, I'm lost as to what you're talking about here.

    Responsive controls and realistic motion are not mutually exclusive. After all the goal of games is to be realistic as possible with things adapted from the real world, while expanding the possibilities with something that isn't. If you only concentrate on good graphics but leave the animation unrealistic, it will just weird the people out.
    Completely agree with you. However, having "movement inertia" like I described above (which I realize now might not have been what you were referring to) is mutually exclusive with competitive and/or fun PvP.

    PvP is not the major focus of the game, this is why I want to have completely separate rulesets. I don't want the realistic movement animations to suffer because it "makes PvP less responsive". This is the old "let's nerf PvE for PvP!" story, and I do not want that, nor the opposite to happen. And I'm sure I'm not alone on this.
    Hey, you're not alone. I'd love to see separate rulesets too. I'm 100% on-board with that idea, but I'm also not designing the game.
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    Last edited by Radnar; 11-28-2012 at 08:20 AM.

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